Department of Health Promotion and Behavioral Science, University of Texas School of Public Health, 1616 Guadalupe, Suite 6.300, Austin, TX 78701, USA; Michael & Susan Dell Center for Healthy Living, UTHealth School of Public Health Austin Campus, Austin, TX, USA.
Department of Biostatistics and Epidemiology, University of North Texas Health Science Center, Fort Worth, TX 76107, USA.
Prev Med. 2023 Jan;166:107330. doi: 10.1016/j.ypmed.2022.107330. Epub 2022 Nov 9.
Elevated digital screen time (i.e., 2+ hours per day) is associated with suicidal ideations, planning, and attempts during adolescence. Recent studies suggest quality, rather than duration, of digital screen time is most impactful on adolescent mental health. We investigate the role of cyberbullying victimization on the relationship between elevated digital screen time and risk factors for completed suicide. We pooled five years of biennial Youth Risk Behavioral Surveillance (YRBS) survey data (2011-2019). Participants were n = 73,011 high school students in the United States (US). Elevated digital screen time reflected spending 3 h (or more) per day on leisure, digital media. Outcome variables were: (1) feeling sad/hopeless; (2) suicidal ideation; (3) suicidal planning; and (4) suicide attempt. Structural equation models (SEMs) tested the mediating effects of self-reported online bullying victimization (i.e., cyberbullying) on the effect of elevated digital screen time on suicidality. We controlled for age, sex, race/ethnicity, and survey year. Subsample analyses stratified by sex were also conducted. Overall, 40.5% of high school students reported elevated digital screen time and 15.4% reported cyberbullying. Cyberbullying mediated a substantial proportion of the relationship between digital screen time and feeling sad/hopeless (16%), suicidal ideation (18%), planned suicide attempt (18%), and past suicide attempt (26%), among high school students, controlling for covariates. Similar mediating effects were observed in models stratified by sex. Findings reinforce prior research demonstrating that the quality of leisure, digital media strongly influences the relationship between digital screen time and mental health during adolescence. Findings need replication via longitudinal designs.
(每天)使用电子设备屏幕时间过长(即超过 2 小时)与青少年时期的自杀意念、自杀计划和自杀尝试有关。最近的研究表明,电子设备屏幕时间的质量而非时长对青少年心理健康的影响最大。我们研究了网络欺凌受害与电子设备屏幕时间过长和自杀完成风险因素之间关系的作用。我们汇集了五年的青少年风险行为监测(YRBS)调查数据(2011-2019 年)。参与者为美国 n=73011 名高中生。电子设备屏幕时间过长反映每天花 3 小时(或更长时间)用于休闲、数字媒体。结果变量为:(1)感到悲伤/绝望;(2)自杀意念;(3)自杀计划;(4)自杀尝试。结构方程模型(SEM)测试了自我报告的在线欺凌受害(即网络欺凌)对电子设备屏幕时间过长对自杀意念的影响的中介作用。我们控制了年龄、性别、种族/民族和调查年份。还按性别进行了亚组分析。总体而言,40.5%的高中生报告电子设备屏幕时间过长,15.4%报告网络欺凌。网络欺凌在电子设备屏幕时间与感到悲伤/绝望(16%)、自杀意念(18%)、计划自杀尝试(18%)和过去自杀尝试(26%)之间的关系中起到了重要的中介作用,控制了协变量。在按性别分层的模型中也观察到了类似的中介作用。这些发现加强了先前的研究,证明了休闲、数字媒体的质量强烈影响电子设备屏幕时间与青少年时期心理健康之间的关系。需要通过纵向设计来复制这些发现。